Rapid launch bay

By Wetaas, in Star Wars: Armada

I think 'instead' is there because you otherwise can't activate a ship or a squadron which is not at the board.

And this is also the reason why it is worded so akwardly.

Im hoping thats why its worded that weird too.

If for some stupid reason the FAQ says deploying them IS their activation and it doesnt including firing, this card is 100% DOA as thats a full round of them potentially getting wiped off the board before you can get them.

Im hoping its ruled both of the two common interpretations equally though lol. If they can fire when they deploy, thats Flight Commander heaven right there. If they have to activate normally but cant move, Yavaris will be awesome in the outskirts.

Though i think the deploy + attack is more universally friendly for list building. The other way is heavily restricted.

Im hoping thats why its worded that weird too.

If for some stupid reason the FAQ says deploying them IS their activation and it doesnt including firing, this card is 100% DOA as thats a full round of them potentially getting wiped off the board before you can get them.

Im hoping its ruled both of the two common interpretations equally though lol. If they can fire when they deploy, thats Flight Commander heaven right there. If they have to activate normally but cant move, Yavaris will be awesome in the outskirts.

Though i think the deploy + attack is more universally friendly for list building. The other way is heavily restricted.

The other way around, it would surprise me if there was a mechanics that would demand the player to memorize something without a proper helper mechanics like a token.

In this case you would need to memorize which squadrons have not been activated but cannot be moved when doing so - and this feels wrong.

So, I strongly belive that deploying is the activation and deploying replaces movement but squadrons can fire.

The upgrade card is expensive and so is the combination with Flight Commander. Together it can be used for a very strong attack the opponent has to cope with.

Deploying a 5 rhymer ball from an ISD I after moving is going to be pretty brutal.

Deploying a 5 rhymer ball from an ISD I after moving is going to be pretty brutal.

It is :)

Deploying a 5 rhymer ball from an ISD I after moving is going to be pretty brutal.

Yeah, but if your Rhymer ball was that close anyway, they could've reached and bombed whatever it is your planning to bomb irrespective of RLBs.

Im hoping thats why its worded that weird too.

If for some stupid reason the FAQ says deploying them IS their activation and it doesnt including firing, this card is 100% DOA as thats a full round of them potentially getting wiped off the board before you can get them.

Im hoping its ruled both of the two common interpretations equally though lol. If they can fire when they deploy, thats Flight Commander heaven right there. If they have to activate normally but cant move, Yavaris will be awesome in the outskirts.

Though i think the deploy + attack is more universally friendly for list building. The other way is heavily restricted.

The other way around, it would surprise me if there was a mechanics that would demand the player to memorize something without a proper helper mechanics like a token.

In this case you would need to memorize which squadrons have not been activated but cannot be moved when doing so - and this feels wrong.

So, I strongly belive that deploying is the activation and deploying replaces movement but squadrons can fire.

The upgrade card is expensive and so is the combination with Flight Commander. Together it can be used for a very strong attack the opponent has to cope with.

Yep, wholeheartedly agree, and I am surprised there's such a divide on this card. The Purple option is so cumbersome and clumsy.

So, I strongly believe that deploying is the activation and deploying replaces movement but squadrons can fire.

It can only really be this. The 'instead' means instead of activating a squadron already in play - thus you can't deploy squads AND activate other squads. You are using a squad command thus the second reference to 'this activation' refers to the activation of your squads by this command.

The choice (for the Rebels) is whether you take FC or Adar - I'm yet to test but FC probably gives more flexibilty whilst Adar lets you double tap (or triple with Yavaris)

Going to try the following:

AF MkII B Gallant Haven

Adar

VCX & 2 B-wings in the RLB

then Yavaris one of the B-wings via the VCX

coupled with Sato you get 4B4Bl from the B-wings, another B from the VCX and 1B1R2Bl from the AF, a total of 13 dice; 6 blue 6 black 1 Red - with Toryn and BCC will be painful.

Also toying with bringing two VCX along 'normally' to arrive alongside the AF when it disgorges so maybe having Jan or Wedge riding with the B-wings. If i can fit Salvation in too then it's a world of pain.

Edited by Kendraam

Deploying a 5 rhymer ball from an ISD I after moving is going to be pretty brutal.

It is :)

I think the ISD I will be the Empire's main carrier.

"It can be very brutal" I think its the whole point :) fighters are a powerful weapon in the star wars universe. ;)

I see my ISD-1 being used a lot more now.

Now we just need an Ordnance upgrade card that adds an Offensive Retrofit slot for 0 points.

In order to let Gladiators have it as well.